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[[File:Naturally Able.png|right]]The '''Naturally Able''' [[O/S Upgrades|O/S Upgrade]] provides a one-time addition of 8 [[Cybernetic Modules]].
[[File:NaturallyAble.png|99px|right]]
 
   
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==Strategy==
The Naturally Able [[O/S Upgrades|O/S Upgrade]] provides a one-time addition of 8 cybernetic modules.
 
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Not the best upgrade to say the least, only useful if the player wants a small to moderate expansion very fast (as soon as MedSci, second sector) no matter what. Otherwise quite useless, given there's 885 cybernetic modules available in the game. Thus, 8 modules is a pittance compared to the number of modules routinely given past the earliest stages of the game, and comprise less than 1% of the cybernetic modules available over the course of the entire game.
==Strategic Analysis==
 
*Given that there are close to 900 cybernetic modules available in the game<ref>http://www.systemshock.org/index.php?topic=416.0</ref>, the additional 8 modules represent less than 1% increase. Therefore, this O/S upgrade is hardly justifiable in any case.
 
*Just ignore this and choose something else
 
 
 
<references/>
 
   
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On lower difficulties, where upgrades are cheaper, the number of cybernetic modules given for plot advancement awards is typically ample. On higher difficulties, when those awards have to be stretched much farther, 8 cybernetic modules wouldn't do much of anything: On Hard, for instance, only Level 2 Tech (6), Weapons (8), and Stats (4) points, and Tier 1 (4) or Tier 2 (6) psionic disciplines cost this little.
   
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It is possible that this little boost could provide a competitive edge in some esoteric builds, such as those that rely on exploits to avoid the -10 cybernetic modules penalty [[SHODAN]] assesses for obtaining the cybernetic modules alongside the [[SHODAN's Plan]] audio log.
   
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{{SS2CharacterBuilds}}
 
{{SS2CharacterBuilds}}
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[[ru:Натуралист]]
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[[Category:Abilities]]
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[[Category:O/S Upgrades]]
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[[Category:System Shock 2 Character Builds]]

Revision as of 12:27, 15 April 2019

Naturally Able

The Naturally Able O/S Upgrade provides a one-time addition of 8 Cybernetic Modules.

Strategy

Not the best upgrade to say the least, only useful if the player wants a small to moderate expansion very fast (as soon as MedSci, second sector) no matter what. Otherwise quite useless, given there's 885 cybernetic modules available in the game. Thus, 8 modules is a pittance compared to the number of modules routinely given past the earliest stages of the game, and comprise less than 1% of the cybernetic modules available over the course of the entire game.

On lower difficulties, where upgrades are cheaper, the number of cybernetic modules given for plot advancement awards is typically ample. On higher difficulties, when those awards have to be stretched much farther, 8 cybernetic modules wouldn't do much of anything: On Hard, for instance, only Level 2 Tech (6), Weapons (8), and Stats (4) points, and Tier 1 (4) or Tier 2 (6) psionic disciplines cost this little.

It is possible that this little boost could provide a competitive edge in some esoteric builds, such as those that rely on exploits to avoid the -10 cybernetic modules penalty SHODAN assesses for obtaining the cybernetic modules alongside the SHODAN's Plan audio log.


Template:SS2CharacterBuilds